Damage Limitation in a Turn of All Classes

5 posts in this topic

When a game move into the later stage and you have many minion and spell cards in hand, assume you don't have any friendly minion on board and the enemy hero has HP more than 20, do you think is there any possibility to KO the opponent in the next turn? Well, in this thread, I’d like to share you with the combos of each class to deal a maximize damage in a turn. But the precondition is: There is no any friendly minion on board and you have 10 mana.

Leeroy Jenkins + 2×Power Overwhelming + 2×Kobold Geomancer+ 2×Soulfire = 26 damage in a turn. The precondition of this combo is the first Soulfire you used doesn’t discard another Soulfire. If in arena, Leeroy Jenkins + 6×Power Overwhelming = 30 damage in a turn, but this combo is kind of unpractical.

If the opponent has some minion with 7 HP on board, such as the Gurubashi Berserker, Oasis Snapjaw, Mogu’shan Warden, or the Doomsayer, then you don’t need the Stormwind Knight, but use the Shadow Madness to control the enemy minion mentioned above and plays the combo on it, which can deal 44 damage in a turn.

Besides, if you use the Mindgames to summon the Grommash Hellscream on your side, then this combo can deal 52 damage in a turn.

Neutral

Leeroy Jenkins + 2×Arcane Golem = 14 damage in a turn.

Well, all these combos are uncommon, but they are definitely possible to happen in game. So which of them do you think is easiest to play? And if you have some other combos which can deal more damage than the ones in this thread, please don't hesitate to share with us in the comments.

Edited November 26, 2013 by Paladin2013

1 person likes this

Share this post

Link to post

Share on other sites

I suspect a few tweaks could be made to some of them, and certainly many different options exist, but this list is pretty impressive. I think from the current meta-game it's pretty clear that Hunter and Warrior execute these combos most easily. Rogue and Shaman will also pull them off occasionally, from what I've seen, but that's about it.

Oh and I think mentioning Arena combos isn't very constructive, since you can do a lot of crazy things there if you have 6 of the same card or whatever.

An interesting discussion would probably how much of this type of gameplay is actually healthy from a design point of view. Certainly, the idea itself is cool, but where it can be execute with a high degree of reliability (Hunter Unleash the Hounds), it appears to become a problem.

Share this post

Link to post

Share on other sites

I played a few games against Poyo (our Hearthstone specialist) when he had this turn 7 Hunter deck. I died every time and could never do anything against the Unleash the Hounds strategy.

I also remember that game where I did 40+ damage to the enemy in a single turn because. I was playing a Rogue and had Malygos on the board. Then, I just burned the enemy with my spells and their combos.

I'm not sure there should be a damage limitation per turn, because it would prevent people to burn their enemies in a clever way. Like, when I did that trick with my Rogue, I carefully kept my cards and played my Malygos during a turn when I knew the opponent wouldn't be able to kill it. That said, strategies like Unleash the Hounds definitely need to be fixed, because it works most of the times and there's nothing you can do.

Share this post

Link to post

Share on other sites

Enjoyed that. Even if you dont 'maximise' the damage I still think its fun to have your opponent on 20+ HP and through some card combos you manage to finish them off. I haven't really played much with the hunter but I have seen a few decks that try to manipulate the unleash the hounds. I would prefer they didn't out Amy damage limitation. Nakesvit less fun IMO.

Share this post

Link to post

Share on other sites

I played a few games against Poyo (our Hearthstone specialist) when he had this turn 7 Hunter deck. I died every time and could never do anything against the Unleash the Hounds strategy.

I also remember that game where I did 40+ damage to the enemy in a single turn because. I was playing a Rogue and had Malygos on the board. Then, I just burned the enemy with my spells and their combos.

I'm not sure there should be a damage limitation per turn, because it would prevent people to burn their enemies in a clever way. Like, when I did that trick with my Rogue, I carefully kept my cards and played my Malygos during a turn when I knew the opponent wouldn't be able to kill it. That said, strategies like Unleash the Hounds definitely need to be fixed, because it works most of the times and there's nothing you can do.

I don't think situations where you already have something on the board at the start of a turn really count (like your Malygos example). It means your opponent has already had a chance to remove the threat, so if he fails to do that, it's only fair that you can follow up with a strong combo.

The problem with Unleash the Hounds is precisely that you do not have a chance to react to it, at all. Even if you had correctly anticipated that it's happening, unless you've built a deck specifically to deal with it, there's often nothing you can do. One, or even two taunts, no matter how strong, will not save you. The only thing that can save you, short of somehow managing to be on full health (unlikely given Hunter Hero Power and other shenanigans), is being a Mage and having Ice Block (and being able to follow it up with some board clear).

Even so, the problem is not that it's possible to perform the UTH combo. It's that you can reliably perform it. I haven't played it enough to have a high sample size (I can't really stand playing such a cheesy deck), but your success rate with it is probably about 50%, if not higher. That is to say, in 50% or more of the games, you are literally guaranteed a win regardless of anything your opponent does. Add in an increase in percentage from the games where you play an incomplete UTH combo early on to prevent yourself from losing, which you can then drag out to a win later on, and the deck is looking to be very powerful overall.

I don't think there should be any limitation on maximum damage done in a single turn, even from combinations that are played entirely from hand. The game should simply make it so that these combinations are very difficult to pull off. In the case of UTH, there are several possible solutions. Increasing the cost of the card to 3 would be a solution (possibly adding a card draw to it to make UTH stronger, since the drawn card couldn't get charge on the same turn). Alternatively, a stronger nerf would be to just remove the charge component (the really strong part of the card), but I feel that that would kind of defeat the entire concept of the card. Another way to fix it would be to make the Ironbeak Owls no longer be counted as Beasts, which would mean they would not be an efficient way to remove taunts (they'd still remove them, but then the owls themselves couldn't charge or help the Hunter draw cards with Starving Buzzards). In any case, I'm sure Blizzard will have a good fix for it.